diff --git a/code/game/chemistry.dm b/code/game/chemistry.dm index 7b4a7d945e..917c3d548d 100644 --- a/code/game/chemistry.dm +++ b/code/game/chemistry.dm @@ -1,185 +1,5 @@ #define REGULATE_RATE 5 -/*/obj/item/weapon/smokebomb - desc = "It is set to detonate in 2 seconds." - name = "smoke bomb" - icon = 'icons/obj/grenade.dmi' - icon_state = "flashbang" - var/state = null - var/det_time = 20.0 - w_class = 2.0 - item_state = "flashbang" - throw_speed = 4 - throw_range = 20 - flags = FPRINT | TABLEPASS | USEDELAY - slot_flags = SLOT_BELT - var/datum/effect/effect/system/bad_smoke_spread/smoke - -/obj/item/weapon/mustardbomb - desc = "It is set to detonate in 4 seconds." - name = "mustard gas bomb" - icon = 'icons/obj/grenade.dmi' - icon_state = "flashbang" - var/state = null - var/det_time = 40.0 - w_class = 2.0 - item_state = "flashbang" - throw_speed = 4 - throw_range = 20 - flags = FPRINT | TABLEPASS | CONDUCT - slot_flags = SLOT_BELT - var/datum/effect/effect/system/mustard_gas_spread/mustard_gas - -/obj/item/weapon/smokebomb/New() - ..() - src.smoke = new /datum/effect/effect/system/bad_smoke_spread/ - src.smoke.attach(src) - src.smoke.set_up(10, 0, usr.loc) - -/obj/item/weapon/mustardbomb/New() - ..() - src.mustard_gas = new /datum/effect/effect/system/mustard_gas_spread/ - src.mustard_gas.attach(src) - src.mustard_gas.set_up(5, 0, usr.loc) - -/obj/item/weapon/smokebomb/attackby(obj/item/weapon/W as obj, mob/user as mob) - ..() - if (istype(W, /obj/item/weapon/screwdriver)) - if (src.det_time == 60) - src.det_time = 20 - user.show_message("\blue You set the smoke bomb for a 2 second detonation time.") - src.desc = "It is set to detonate in 2 seconds." - else - src.det_time = 60 - user.show_message("\blue You set the smoke bomb for a 6 second detonation time.") - src.desc = "It is set to detonate in 6 seconds." - src.add_fingerprint(user) - return - -/obj/item/weapon/smokebomb/afterattack(atom/target as mob|obj|turf|area, mob/user as mob) - if (user.get_active_hand() == src) - if (!( src.state )) - user << "\red You prime the smoke bomb! [det_time/10] seconds!" - src.state = 1 - src.icon_state = "flashbang1" - playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) - spawn( src.det_time ) - prime() - return - user.dir = get_dir(user, target) - user.drop_item() - var/t = (isturf(target) ? target : target.loc) - walk_towards(src, t, 3) - src.add_fingerprint(user) - return - -/obj/item/weapon/smokebomb/attack_paw(mob/user as mob) - return src.attack_hand(user) - -/obj/item/weapon/smokebomb/attack_hand() - walk(src, null, null) - ..() - return - -/obj/item/weapon/smokebomb/proc/prime() - playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3) - spawn(0) - src.smoke.start() - sleep(10) - src.smoke.start() - sleep(10) - src.smoke.start() - sleep(10) - src.smoke.start() - - for(var/obj/effect/blob/B in view(8,src)) - var/damage = round(30/(get_dist(B,src)+1)) - B.health -= damage - B.update_icon() - sleep(80) - del(src) - return - -/obj/item/weapon/smokebomb/attack_self(mob/user as mob) - if (!src.state) - user << "\red You prime the smoke bomb! [det_time/10] seconds!" - src.state = 1 - src.icon_state = "flashbang1" - add_fingerprint(user) - spawn( src.det_time ) - prime() - return - return - -/obj/item/weapon/mustardbomb/attackby(obj/item/weapon/W as obj, mob/user as mob) - ..() - if (istype(W, /obj/item/weapon/screwdriver)) - if (src.det_time == 80) - src.det_time = 40 - user.show_message("\blue You set the mustard gas bomb for a 4 second detonation time.") - src.desc = "It is set to detonate in 4 seconds." - else - src.det_time = 80 - user.show_message("\blue You set the mustard gas bomb for a 8 second detonation time.") - src.desc = "It is set to detonate in 8 seconds." - src.add_fingerprint(user) - return - -/obj/item/weapon/mustardbomb/afterattack(atom/target as mob|obj|turf|area, mob/user as mob) - if (user.get_active_hand() == src) - if (!( src.state )) - user << "\red You prime the mustard gas bomb! [det_time/10] seconds!" - src.state = 1 - src.icon_state = "flashbang1" - playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) - spawn( src.det_time ) - prime() - return - user.dir = get_dir(user, target) - user.drop_item() - var/t = (isturf(target) ? target : target.loc) - walk_towards(src, t, 3) - src.add_fingerprint(user) - return - -/obj/item/weapon/mustardbomb/attack_paw(mob/user as mob) - return src.attack_hand(user) - -/obj/item/weapon/mustardbomb/attack_hand() - walk(src, null, null) - ..() - return - -/obj/item/weapon/mustardbomb/proc/prime() - playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3) - spawn(0) - src.mustard_gas.start() - sleep(10) - src.mustard_gas.start() - sleep(10) - src.mustard_gas.start() - sleep(10) - src.mustard_gas.start() - - for(var/obj/effect/blob/B in view(8,src)) - var/damage = round(30/(get_dist(B,src)+1)) - B.health -= damage - B.update_icon() - sleep(100) - del(src) - return - -/obj/item/weapon/mustardbomb/attack_self(mob/user as mob) - if (!src.state) - user << "\red You prime the mustard gas bomb! [det_time/10] seconds!" - src.state = 1 - src.icon_state = "flashbang1" - add_fingerprint(user) - spawn( src.det_time ) - prime() - return - return -*/ /obj/item/weapon/storage/beakerbox name = "Beaker Box" icon_state = "beaker" diff --git a/code/game/objects/blood.dm b/code/game/objects/blood.dm deleted file mode 100644 index da37b28f3d..0000000000 --- a/code/game/objects/blood.dm +++ /dev/null @@ -1,66 +0,0 @@ -/obj/effect/decal/cleanable/New() - if (random_icon_states && length(src.random_icon_states) > 0) - src.icon_state = pick(src.random_icon_states) - ..() -/* -/obj/effect/decal/cleanable/blood/burn(fi_amount) - if(fi_amount > 900000.0) - src.virus = null - sleep(11) - del(src) - return -*/ - -//Gibs.spread proc in gibs.dm - -/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions) - spawn (0) - var/direction = pick(directions) - for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++) - sleep(3) - if (i > 0) - var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc) - for(var/datum/disease/D in src.viruses) - b.viruses += D - if (step_to(src, get_step(src, direction), 0)) - break - -/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(var/list/directions) - spawn (0) - var/direction = pick(directions) - for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++) - sleep(3) - if (i > 0) - var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc) - for(var/datum/disease/D in src.viruses) - b.viruses += D - if (step_to(src, get_step(src, direction), 0)) - break - -/obj/effect/decal/cleanable/robot_debris/proc/streak(var/list/directions) - spawn (0) - var/direction = pick(directions) - for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++) - sleep(3) - if (i > 0) - if (prob(40)) - /*var/obj/effect/decal/cleanable/oil/o =*/ - new /obj/effect/decal/cleanable/oil/streak(src.loc) - else if (prob(10)) - var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread - s.set_up(3, 1, src) - s.start() - if (step_to(src, get_step(src, direction), 0)) - break - - -// not a great place for it, but as good as any - -/obj/effect/decal/cleanable/greenglow - - New() - ..() - sd_SetLuminosity(1) - - spawn(1200) // 2 minutes - del(src) \ No newline at end of file diff --git a/code/game/objects/contraband.dm b/code/game/objects/contraband.dm deleted file mode 100644 index edef7e5532..0000000000 --- a/code/game/objects/contraband.dm +++ /dev/null @@ -1,212 +0,0 @@ - -//########################## CONTRABAND ;3333333333333333333 -Agouri ################################################### - -#define NUM_OF_POSTER_DESIGNS 17 - -/obj/item/weapon/contraband - name = "contraband item" - desc = "You probably shouldn't be holding this." - icon = 'icons/obj/contraband.dmi' - force = 0 - - -/obj/item/weapon/contraband/poster - name = "rolled-up poster" - desc = "The poster comes with its own automatic adhesive mechanism, for easy pinning to any vertical surface. Its vulgar themes have marked it as Contraband aboard Nanotrasen© Space Facilities." - icon_state = "rolled_poster" - var/serial_number = 0 - var/obj/effect/decal/poster/resulting_poster = null //The poster that will be created is initialised and stored through contraband/poster's constructor - - -/obj/item/weapon/contraband/poster/New(turf/loc,var/given_serial=0) - if(given_serial==0) - serial_number = rand(1,NUM_OF_POSTER_DESIGNS) - src.resulting_poster = new(serial_number) - else - serial_number = given_serial - //We don't give it a resulting_poster because if we called it with a given_serial it means that we're rerolling an already used poster. - src.name += " - No. [serial_number]" - ..(loc) - - -/*/obj/item/weapon/contraband/poster/attack(mob/M as mob, mob/user as mob) - src.add_fingerprint(user) - if(src.resulting_poster) - src.resulting_poster.add_fingerprint(user) - ..()*/ - -/*/obj/item/weapon/contraband/poster/attack(atom/A, mob/user as mob) //This shit is handled through the wall's attackby() - if (istype(A, /turf/simulated/wall)) - if(src.resulting_poster == null) - return - else - var/turf/simulated/wall/W = A - var/check = 0 - var/stuff_on_wall = 0 - for( var/obj/O in W.contents) //Let's see if it already has a poster on it or too much stuff - if(istype(O,/obj/effect/decal/poster)) - check = 1 - break - stuff_on_wall++ - if(stuff_on_wall==3) - check = 1 - break - - if(check) - user << "The wall is far too cluttered to place a poster!" - return - - src.resulting_poster.loc = W //Looks like it's uncluttered enough. Place the poster - W.contents += src.resulting_poster - - del(src)*/ - - - -//############################## THE ACTUAL DECALS ########################### - -obj/effect/decal/poster - name = "poster" - desc = "A large piece of space-resistant printed paper. It's considered contraband." - icon = 'icons/obj/contraband.dmi' - anchored = 1 - var/serial_number //Will hold the value of src.loc if nobody initialises it - var/ruined = 0 - - -obj/effect/decal/poster/New(var/serial) - - src.serial_number = serial - - if(serial_number==src.loc){serial_number = rand(1,NUM_OF_POSTER_DESIGNS);} //This is for the mappers that want individual posters without having to use rolled posters. - - icon_state = "poster[serial_number]" - - switch(serial_number) - if(1) - name += " - Unlucky Space Explorer" - desc += " This particular one depicts a skeletal form within a space suit." - if(2) - name += " - Positronic Logic Conflicts" - desc += " This particular one depicts the cold, unmoving stare of a particular advanced AI." - if(3) - name += " - Paranoia" - desc += " This particular one warns of the dangers of trusting your co-workers too much." - if(4) - name += " - Keep Calm" - desc += " This particular one is of a famous New Earth design, although a bit modified." - if(5) - name += " - Martian Warlord" - desc += " This particular one depicts the cartoony mug of a certain Martial Warmonger." - if(6) - name += " - Technological Singularity" - desc += " This particular one is of the blood-curdling symbol of a long-since defeated enemy of humanity." - if(7) - name += " - Wasteland" - desc += " This particular one is of a couple of ragged gunmen, one male and one female, on top of a mound of rubble. The number \"13\" is visible on their blue jumpsuits." - if(8) - name += " - Pinup Girl Cindy" - desc += " This particular one is of Nanotrasen's PR girl, Cindy, in a particularly feminine pose." - if(9) - name += " - Pinup Girl Amy" - desc += " This particular one is of Amy, the nymphomaniac Urban Legend of Nanotrasen Space Stations. How this photograph came to be is not known." - if(10) - name += " - Don't Panic" - desc += " This particular one depicts some sort of star in a grimace. The \"Don't Panic\" is written in big, friendly letters." - if(11) - name += " - Underwater Laboratory" - desc += " This particular one is of the fabled last crew of Nanotrasen's previous project before going big on Asteroid mining, Sealab." - if(12) - name += " - Missing Gloves" - desc += " This particular one is about the uproar that followed Nanotrasen's financial cuts towards insulated-glove purchases." - if(13) - name += " - Rogue AI" - desc += " This particular one depicts the shell of the infamous AI that catastropically comandeered one of Nanotrasen's earliest space stations. Back then, the corporation was just known as TriOptimum." - if(14) - name += " - User of the Arcane Arts" - desc += " This particular one depicts a wizard, casting a spell. You can't really make out if it's an actial photograph or a computer-generated image." - if(15) - name += " - Levitating Skull" - desc += " This particular one is the portrait of a certain flying, friendly and somewhat sex-crazed enchanted skull. Its adventures along with its fabled companion are now fading through history..." - if(16) - name += " - Augmented Legend" - desc += " This particular one is of an obviously augmented individual, gazing towards the sky. The cyber-city in the backround is rather punkish." - if(17) - name += " - Dangerous Static" - desc += " This particular one depicts nothing remarkable other than a rather mesmerising pattern of monitor static. There's a tag on the sides of the poster, urging you to \"tear this poster in half to receive your free sample\"." - else - name = "This shit just bugged. Report it to Agouri - polyxenitopalidou@gmail.com" - desc = "Why are you still here?" - ..() - -obj/effect/decal/poster/attackby(obj/item/weapon/W as obj, mob/user as mob) - if( istype(W, /obj/item/weapon/wirecutters) ) - playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1) - if(src.ruined) - user << "You remove the remnants of the poster." - del(src) - else - user << "You carefully remove the poster from the wall." - src.roll_and_drop(user.loc) - return - - -/obj/effect/decal/poster/attack_hand(mob/user as mob) - if(src.ruined) - return - var/temp_loc = user.loc - switch(alert("Do I want to rip the poster from the wall?","You think...","Yes","No")) - if("Yes") - if(user.loc != temp_loc) - return - for (var/mob/O in hearers(5, src.loc)) - O.show_message("[user.name] rips the [src.name] in a single, decisive motion!" ) - playsound(src.loc, 'sound/items/poster_ripped.ogg', 100, 1) - src.ruined = 1 - src.icon_state = "poster_ripped" - src.name = "Ripped poster" - src.desc = "You can't make out anything from the poster's original print. It's ruined." - src.add_fingerprint(user) - if("No") - return - -/obj/effect/decal/poster/proc/roll_and_drop(turf/loc) - var/obj/item/weapon/contraband/poster/P = new(src,src.serial_number) - P.resulting_poster = src - P.loc = loc - src.loc = P - - -//seperated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby() -/turf/simulated/wall/proc/place_poster(var/obj/item/weapon/contraband/poster/P, var/mob/user) - if(!P.resulting_poster) return - - var/stuff_on_wall = 0 - for( var/obj/O in src.contents) //Let's see if it already has a poster on it or too much stuff - if(istype(O,/obj/effect/decal/poster)) - user << "The wall is far too cluttered to place a poster!" - return - stuff_on_wall++ - if(stuff_on_wall==3) - user << "The wall is far too cluttered to place a poster!" - return - - user << "You start placing the poster on the wall..." //Looks like it's uncluttered enough. Place the poster. - - //declaring D because otherwise if P gets 'deconstructed' we lose our reference to P.resulting_poster - var/obj/effect/decal/poster/D = P.resulting_poster - - var/temp_loc = user.loc - flick("poster_being_set",D) - D.loc = src - del(P) //delete it now to cut down on sanity checks afterwards. Agouri's code supports rerolling it anyway - playsound(D.loc, 'sound/items/poster_being_created.ogg', 100, 1) - - sleep(17) - if(!D) return - - if(istype(src,/turf/simulated/wall) && user && user.loc == temp_loc)//Let's check if everything is still there - user << "You place the poster!" - else - D.roll_and_drop(temp_loc) - return \ No newline at end of file diff --git a/code/game/objects/biomass.dm b/code/game/objects/effects/biomass.dm similarity index 100% rename from code/game/objects/biomass.dm rename to code/game/objects/effects/biomass.dm diff --git a/code/game/objects/effect_system.dm b/code/game/objects/effects/effect_system.dm similarity index 100% rename from code/game/objects/effect_system.dm rename to code/game/objects/effects/effect_system.dm diff --git a/code/game/objects/gibs.dm b/code/game/objects/effects/gibs.dm similarity index 100% rename from code/game/objects/gibs.dm rename to code/game/objects/effects/gibs.dm diff --git a/code/game/objects/glowshroom.dm b/code/game/objects/effects/glowshroom.dm similarity index 100% rename from code/game/objects/glowshroom.dm rename to code/game/objects/effects/glowshroom.dm diff --git a/code/game/objects/bombspawner.dm b/code/game/objects/effects/spawners/bombspawner.dm similarity index 100% rename from code/game/objects/bombspawner.dm rename to code/game/objects/effects/spawners/bombspawner.dm diff --git a/code/game/objects/grille.dm b/code/game/objects/grille.dm index b87a41be60..3b6dbceef8 100644 --- a/code/game/objects/grille.dm +++ b/code/game/objects/grille.dm @@ -212,49 +212,3 @@ else return 0 return 0 - - - - - /*if(ishuman(user)) //Let's check if the guy's wearing electrically insulated gloves --Agourimarkan - var/mob/living/carbon/human/H = user - if(H.gloves) - var/obj/item/clothing/gloves/G = H.gloves - if(istype(G,/obj/item/clothing/gloves/yellow) ) //Business as usual for guys with gloves - src.health -= W.force * 0.2 - else // Guy has gloves, not electrically insulated ones - var/outcome = pick(1,2,3) - switch(outcome) // 3 possible outcomes - if(1) //Guy gets shocked. If not electrified, cause damage. - if(shock(user,100)) - return - else - src.health -= W.force *0.2 - if(2) //Shard breaks - user << "The shard breaks!" - del W - return - if(3) //You somehow manage to damage the grille. Beefin' up the damage, a bit. Instead of doing 10% damage it now does... 20% of the shard's force? Yeah, 20% sounds good at 66% chance of failure. - src.health -=W.force *0.2 - else //SHIT SON, GUY DOESN'T HAVE ANY GLOVES - var/outcome = pick(1,2,3) - switch(outcome) - if(1) // Let's see, the guy damages it but takes some damage back - user << "You cut yourself with the shard as you hit the grille!" - src.health -= W.force *0.2 - var/brutedamagetaken = rand(3,6) - H.take_organ_damage(brutedamagetaken,0) - if(2) //Guy gets shocked. If not electrified, apply damage - if(shock(user,100)) - return - else - src.health -= W.force *0.2 - if(3) // It breaks in his hands. Ouch. - user << "As you smash the grille the shard breaks into smithereens in your palm!" - src.health -= W.force *0.2 - del(W) - var/brutedamagetaken = rand(5,8) - H.take_organ_damage(brutedamagetaken,0) - return - else //Alright, he's not a human. Can monkeys or aliens even wear gloves? - src.health -= W.force *0.1*/ //10% damage only for non-glorious human master race members diff --git a/code/game/objects/closets.dm b/code/game/objects/structures/closets.dm similarity index 100% rename from code/game/objects/closets.dm rename to code/game/objects/structures/closets.dm diff --git a/code/game/objects/crates.dm b/code/game/objects/structures/crates.dm similarity index 100% rename from code/game/objects/crates.dm rename to code/game/objects/structures/crates.dm diff --git a/code/game/objects/displaycase.dm b/code/game/objects/structures/displaycase.dm similarity index 100% rename from code/game/objects/displaycase.dm rename to code/game/objects/structures/displaycase.dm diff --git a/code/game/objects/door_assembly.dm b/code/game/objects/structures/door_assembly.dm similarity index 100% rename from code/game/objects/door_assembly.dm rename to code/game/objects/structures/door_assembly.dm diff --git a/code/game/objects/electricchair.dm b/code/game/objects/structures/electricchair.dm similarity index 100% rename from code/game/objects/electricchair.dm rename to code/game/objects/structures/electricchair.dm diff --git a/code/game/objects/lamarr.dm b/code/game/objects/structures/lamarr_cage.dm similarity index 100% rename from code/game/objects/lamarr.dm rename to code/game/objects/structures/lamarr_cage.dm diff --git a/code/game/objects/mirror.dm b/code/game/objects/structures/mirror.dm similarity index 100% rename from code/game/objects/mirror.dm rename to code/game/objects/structures/mirror.dm diff --git a/code/game/objects/cleaner.dm b/code/game/objects/structures/mop_bucket.dm similarity index 100% rename from code/game/objects/cleaner.dm rename to code/game/objects/structures/mop_bucket.dm diff --git a/code/game/objects/windoor_assembly.dm b/code/game/objects/structures/windoor_assembly.dm similarity index 100% rename from code/game/objects/windoor_assembly.dm rename to code/game/objects/structures/windoor_assembly.dm diff --git a/code/game/objects/window.dm b/code/game/objects/structures/window.dm similarity index 100% rename from code/game/objects/window.dm rename to code/game/objects/structures/window.dm diff --git a/tgstation.dme b/tgstation.dme index 54e4c1a55d..8baedd14a3 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -63,6 +63,9 @@ #define FILE_DIR "code/game/objects/closets/secure" #define FILE_DIR "code/game/objects/devices" #define FILE_DIR "code/game/objects/devices/PDA" +#define FILE_DIR "code/game/objects/effects" +#define FILE_DIR "code/game/objects/effects/decals" +#define FILE_DIR "code/game/objects/effects/spawners" #define FILE_DIR "code/game/objects/grenades" #define FILE_DIR "code/game/objects/items" #define FILE_DIR "code/game/objects/items/weapons" @@ -567,31 +570,16 @@ #include "code\game\mecha\working\firefighter.dm" #include "code\game\mecha\working\ripley.dm" #include "code\game\mecha\working\working.dm" -#include "code\game\objects\biomass.dm" -#include "code\game\objects\blood.dm" #include "code\game\objects\bodybag.dm" -#include "code\game\objects\bombspawner.dm" -#include "code\game\objects\cleaner.dm" -#include "code\game\objects\closets.dm" -#include "code\game\objects\contraband.dm" -#include "code\game\objects\crates.dm" -#include "code\game\objects\displaycase.dm" -#include "code\game\objects\door_assembly.dm" -#include "code\game\objects\effect_system.dm" -#include "code\game\objects\electricchair.dm" #include "code\game\objects\empulse.dm" #include "code\game\objects\explosion.dm" #include "code\game\objects\explosion_recursive.dm" -#include "code\game\objects\gibs.dm" -#include "code\game\objects\glowshroom.dm" #include "code\game\objects\grille.dm" #include "code\game\objects\items.dm" #include "code\game\objects\kitchen.dm" #include "code\game\objects\ladders.dm" -#include "code\game\objects\lamarr.dm" #include "code\game\objects\largecrate.dm" #include "code\game\objects\mineral_doors.dm" -#include "code\game\objects\mirror.dm" #include "code\game\objects\noticeboard.dm" #include "code\game\objects\object_procs.dm" #include "code\game\objects\portals.dm" @@ -607,8 +595,6 @@ #include "code\game\objects\washing_machine.dm" #include "code\game\objects\watercloset.dm" #include "code\game\objects\weapons.dm" -#include "code\game\objects\windoor_assembly.dm" -#include "code\game\objects\window.dm" #include "code\game\objects\alien\acid.dm" #include "code\game\objects\alien\defines.dm" #include "code\game\objects\alien\egg.dm" @@ -658,6 +644,13 @@ #include "code\game\objects\devices\PDA\chatroom.dm" #include "code\game\objects\devices\PDA\PDA.dm" #include "code\game\objects\devices\PDA\radio.dm" +#include "code\game\objects\effects\biomass.dm" +#include "code\game\objects\effects\effect_system.dm" +#include "code\game\objects\effects\gibs.dm" +#include "code\game\objects\effects\glowshroom.dm" +#include "code\game\objects\effects\decals\blood.dm" +#include "code\game\objects\effects\decals\contraband.dm" +#include "code\game\objects\effects\spawners\bombspawner.dm" #include "code\game\objects\grenades\chem_grenade.dm" #include "code\game\objects\grenades\emgrenade.dm" #include "code\game\objects\grenades\flashbang.dm" @@ -737,7 +730,17 @@ #include "code\game\objects\storage\storage.dm" #include "code\game\objects\storage\toolbox.dm" #include "code\game\objects\storage\uplink_kits.dm" +#include "code\game\objects\structures\closets.dm" +#include "code\game\objects\structures\crates.dm" +#include "code\game\objects\structures\displaycase.dm" +#include "code\game\objects\structures\door_assembly.dm" +#include "code\game\objects\structures\electricchair.dm" +#include "code\game\objects\structures\lamarr_cage.dm" +#include "code\game\objects\structures\mirror.dm" +#include "code\game\objects\structures\mop_bucket.dm" #include "code\game\objects\structures\musician.dm" +#include "code\game\objects\structures\windoor_assembly.dm" +#include "code\game\objects\structures\window.dm" #include "code\game\objects\tanks\emergency.dm" #include "code\game\objects\tanks\jetpack.dm" #include "code\game\objects\tanks\oxygen.dm"